/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_CREATUREAIFACTORY_H
#define CORE_CREATUREAIFACTORY_H

#include "ObjectRegistry.h"
#include "FactoryHolder.h"
#include "GameObjectAI.h"

struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
{
    SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) { }
};

template<class REAL_AI>
struct CreatureAIFactory : public SelectableAI
{
    CreatureAIFactory(const char *name) : SelectableAI(name) { }

    CreatureAI* Create(void *) const;

    int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
};

template<class REAL_AI>
inline CreatureAI*
    CreatureAIFactory<REAL_AI>::Create(void *data) const
{
    Creature* creature = reinterpret_cast<Creature *>(data);
    return (new REAL_AI(creature));
}

typedef FactoryHolder<CreatureAI> CreatureAICreator;
typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;

//GO
struct SelectableGameObjectAI : public FactoryHolder<GameObjectAI>, public Permissible<GameObject>
{
    SelectableGameObjectAI(const char *id) : FactoryHolder<GameObjectAI>(id) { }
};

template<class REAL_GO_AI>
struct GameObjectAIFactory : public SelectableGameObjectAI
{
    GameObjectAIFactory(const char *name) : SelectableGameObjectAI(name) { }

    GameObjectAI* Create(void *) const;

    int Permit(const GameObject *g) const { return REAL_GO_AI::Permissible(g); }
};

template<class REAL_GO_AI>
inline GameObjectAI* GameObjectAIFactory<REAL_GO_AI>::Create(void *data) const
{
    GameObject* go = reinterpret_cast<GameObject *>(data);
    return (new REAL_GO_AI(go));
}

typedef FactoryHolder<GameObjectAI> GameObjectAICreator;
typedef FactoryHolder<GameObjectAI>::FactoryHolderRegistry GameObjectAIRegistry;
typedef FactoryHolder<GameObjectAI>::FactoryHolderRepository GameObjectAIRepository;
#endif
